# Introduction Plenty of Charlatans lie in their line of work, but only the best of the best can use their skills of deception to their fullest potential. Compliments like roses, and insults like thorns dig deep into their company, who desperately do what they can to hear your captivating approval. ## Monarch's Tone You easily lace threats and compliments together. This allows you to intimidate your targets in front of others without making a scene, and striking real fear at high society events. You gain +Intimidation and +Eminence. ## Soothing Voice Your words ease others into a state of lowered guard. People spill information much more easily, and you gain advantage when attempting to get information out of people through persuasive methods. You gain +Charm. ## Serrated Tongue Your insults are cutting. Clever insults deal 1d4 Cathexis damage. Make the Narrator laugh, or impress them to activate. When intentionally invoked as a quick action, you have the opportunity to draw an opponents attention to you rather than whatever it is they're doing. You have advantage on this roll. You gain +Intimidation. ## Bargain Hunter You are a skilled haggler. You tend to sell things at prices higher than they would normally be sold for, and buy things at slight discounts. A failed haggling session will not upset the storekeep, and prices will not be adjusted. Furthermore, you can attempt a haggle twice, rather than just once. You gain +Charm. ## Pressing Insistence That's a really compelling argument you just made. Even people with strong convictions will have to stop and think, taking a moment to sort through your argument. Additionally, easily persuaded people do not require rolls, and failed persuasion attempts will not anger the target. You gain +Charm. ## Somebody Told Me Hang on that's not true, is it? Spreading gossip and misinformation is a talent of yours, and it's rather easy to accomplish such goals without being caught. You succeed in these endeavors without rolling. You gain +Deception ## Honeyed Words Your compliments are like sugar. As a reaction, you can complement an ally that can hear you and grant them WP equal to your Charm(Charisma). Additionally, they have advantage on their next roll. You gain +Charm ## Personal Truths Your tongue is your own. No matter what charm is placed on you, you never say anything you would not intend. Additionally, you are able to overcome truth potions and truth spells, although it is highly challenging to do so convincingly, and will still require Deception checks. ## Takes One to Know One Skilled liars can tell when someone is spinning falsehoods. Your ears can discern if someone is speaking falsely, and give you advantage on Insight checks that detect if words you hear are lies. ## Whispers of Sweet Nothings You sure have a knack for the tittilating talk. Your attempts at seduction have advantage. You gain +Charm. ## White Lies Straightforward and small excuses are always bought by the standard guard. Anything to give them an excuse not to investigate further. You automatically succeed at such attempts, if feasible. More perceptive high guards or those with specific experience with your lies or those who do lie will still require a roll. ## False Confidence You sell bluffs outstandingly well. Your voice holds power, and no one can question it. Gain +Deception. ## Ventriloquist With full mastery of your voice, you easily throw your voice, effectively making the point of origin begin at any point you can see within six meters. If blinded, you can throw your voice, but it'll be in a random direction that may or may not be plausible/helpful. ## Perfect Parrot Your voice effortlessly and perfectly mimics any voice you've heard. When attempting to deceive others with this trick, if your roll is lower than 12, it becomes a 12 (except in the case of a critical failure). ## Honest Mistake ## Conspiracy **Moment of Glory:** Your words are strong enough to compel someone to believe the most outlandish conspiracy theories, which can be used to justify anything. Important NPCs may be able to shake this off after the encounter, but less important NPCs will take this belief to their grave.